Keeping player name/avatars DRY

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Started by ashes999 7 posts View original ↗
  1. Hi,

    I had a problem in my first released game where I had a character (major or main/player) in a bunch of conversations; each message box had their name and avatar. Then, when I changed their name/avatar, I had to manually find each and every event in my game with that person, and change it by hand.

    Aside from time-consuming, this was very error-prone and required way too much testing effort.

    Is there a way to keep this information DRY (Don't Repeat Yourself)? Can I store it in some sort of variable/global which I can then use in each message/conversation with that character?

    How do other people solve this?

    Edit: I ended up using character references (eg. \N[1]) and Yanfly's Message System for avatars (eg. \af[1])
  2. Use command in textbox to call name from Actor's ID.
  3. you should be able to use \N[x] where x is the id of the actor. That will put actor x's name. If you mouse over the text field in the message boxes when you're typing in them, a pop up help window will appear with a bunch of neat little codes like that :)
  4. Venka said:
    you should be able to use \N[x] where x is the id of the actor. That will put actor x's name. If you mouse over the text field in the message boxes when you're typing in them, a pop up help window will appear with a bunch of neat little codes like that :)
    That solved it, thanks.
  5. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
  6. Reopened at OP's request
  7. For anyone who stumbles upon this later, I ended up using character references (eg. \N[1]) and Yanfly's Message System for avatars (eg. \af[1]). There are also other message system mods that allow referencing avatars through code.